Wondering if K-3PO is going to be a thing. Combined with Miranda's shield replacing shenanigans, it could be pretty strong. OTOH, Gunner can make a lot of sense as well. Weaken your first attack in order to refill shields each turn...
Miranda's Crew... Gunner or C-3PO?
Anything with 1 green die and crew makes sense for 3p0
Gunner could be interesting. Also, fi you give her shield upgrade, could you weaken both attacks to gain back both shields?
Wondering if K-3PO is going to be a thing. Combined with Miranda's shield replacing shenanigans, it could be pretty strong. OTOH, Gunner can make a lot of sense as well. Weaken your first attack in order to refill shields each turn...
Anything with 1 green die and crew makes sense for 3p0
Gunner could be interesting. Also, fi you give her shield upgrade, could you weaken both attacks to gain back both shields?
I agree, K3PO will be a thing, as will K2-D2 and Miranda with gunner. You can absolutely use gunner to regain 2shields, but it will be best to only do that at dire times, because a ship that can't die is near useless if it also can't do any damage.
I'm curious, can the K-wing take an astromech? If so that'd add a whole slew of options.
Edited by DariusAPBDefinitely looking forward to Gunner shenanigans with Miranda, especially a primary turret 1 die R3 shot at an Autothruster squint, just to follow up with a 3 die R1 shot at her real target.
Until we know the dial and some more upgrade options, though, I can't say what else I would bring. I'm definitely intrigued that her ability isn't restricted to her primary weapon!
Edit to point out that her ability is once per round, so you can't regen twice with Gunner.
Edited by TsiegtiezMiranda with gunner will be great for stripping tokens. First attack, keep stats regular, gunner should kick in, and you can burn a shield to pump the damage on a defenseless target.
Wondering if K-3PO is going to be a thing. Combined with Miranda's shield replacing shenanigans, it could be pretty strong. OTOH, Gunner can make a lot of sense as well. Weaken your first attack in order to refill shields each turn...
Anything with 1 green die and crew makes sense for 3p0
Gunner could be interesting. Also, fi you give her shield upgrade, could you weaken both attacks to gain back both shields?
You can absolutely use gunner to regain 2shields, but it will be best to only do that at dire times, because a ship that can't die is near useless if it also can't do any damage.
Miranda's ability specifies "Once per round" though, so there's still a max of 1 shield being recovered even with Gunner giving you a second shot.
I don't get the love for Miranda with Gunner. It's not a cheap ship in the first place, so the minimum cost with Gunner is 34 points. All for a 2 dice turret with 9 hit points that can do some regeneration? Miranda's ability lets you turn a crummy attack into a worthless attack to get a shield back. Gunner basically just lets you turn that worthless attack back into a crummy attack. For 5 points. I know I'd love to face a 2 dice turret for 34 points even if it was regenerating. Sure you can pack ordnance, too, but then why are you paying 5 points to upgrade your crappy gun?
...a ship that can't die is near useless if it also can't do any damage.
This is the key point (and undercuts most of the posts here, including Engine25's). The Falcon has a great dial and 3 Attack. Miranda has an unknown dial and 2 Attack, which she can boost at a substantial cost. With just Threepio, she's 32 points, and still has questionable offense.
I'd say crew R2-D2 is a bigger deal, since it lets her regenerate shields that she can then spend to boost her attack. Gunner doesn't have the downside of R2-D2, and being able to regenerate a shield token for "free" by making a 1 Attack shot followed by a regular attack--as opposed to just the regular attack on its own--might be worthwhile.
But ultimately, I question any use of the K-wing that relies on its primary turret to deal damage. The primary turret is there as a backup to your secondary weapons and/or bombs, and trying to shoehorn it into another role is going to lead to cost-effectiveness issues when you put it on the table.
Edited by Vorpal SwordMight be some use with munitions failsafe: pop off a missile/torpedo and follow up with a primary attack if it doesn't hit. Would be doubly good with stresspedoes giving stress.
K has a turret slot, right? Have to see that new turret to make this call, but I think R2-D2 looks solid.
This is the key point (and undercuts most of the posts here, including Engine25's). The Falcon has a great dial and 3 Attack. Miranda has an unknown dial and 2 Attack, which she can boost at a substantial cost. With just Threepio, she's 32 points, and still has questionable offense....a ship that can't die is near useless if it also can't do any damage.
I'd say crew R2-D2 is a bigger deal, since it lets her regenerate shields that she can then spend to boost her attack. Gunner doesn't have the downside of R2-D2, and being able to regenerate a shield token for "free" by making a 1 Attack shot followed by a regular attack--as opposed to just the regular attack on its own--might be worthwhile.
But ultimately, I question any use of the K-wing that relies on its primary turret to deal damage. The primary turret is there as a backup to your secondary weapons and/or bombs, and trying to shoehorn it into another role is going to lead to cost-effectiveness issues when you put it on the table.
Actually I think the biggest draw of Miranda/R2-D2 is that she can control when that last shield drops off. You can make a respectable attack that turn and then immediately use R2 if you were on your last shield going into combat. Position is going to be the name of the game, I think, and until I see what the Twin Laser turret does and what the K-Wing dial looks like, the jury is still out.
That said, FFG probably have good reason to price her at, what, 29 points?
Might be some use with munitions failsafe: pop off a missile/torpedo and follow up with a primary attack if it doesn't hit. Would be doubly good with stresspedoes giving stress.
Hmm: Miranda + Gunner + Flechette Torpedoes + Munitions Failsafe. Attack with the torpedoes, reducing their Attack by 1 using her pilot ability. So you trade a target lock to get +1 shield and give (most) targets a stress token, then follow that up with a primary turret attack.
I don't know. It's clever, but it costs 8 points, only works against enemies in your firing arc (meaning you're at the mercy of the K-wing's still-unspoiled dial) and still leaves you with pretty substandard offensive output.
Per-turn damage mitigation/regeneration has a stronger effect the longer the ship can naturally stay alive; It has a non-linear relationship. C3-p0 on that ship, compared to a falcon, would not be adding the same amount of time to the ship's lifespan. Damage output is also a concern. C3-p0 on a falcon is defending a 3-attack dice turret. On this thing, it would be defending a 2-attack turret unless you spend more points on the munitions. If the munitions on it are powerful enough, it could be worth it.
Gunner, however, doesn't sound like a great value in any case. It is 5 points for a poor "consolation prize" of a 2-dice attack, but will more often be triggered with a 2-dice attack than a 3...
Might be some use with munitions failsafe: pop off a missile/torpedo and follow up with a primary attack if it doesn't hit. Would be doubly good with stresspedoes giving stress.
Hmm: Miranda + Gunner + Flechette Torpedoes + Munitions Failsafe. Attack with the torpedoes, reducing their Attack by 1 using her pilot ability. So you trade a target lock to get +1 shield and give (most) targets a stress token, then follow that up with a primary turret attack.
I don't know. It's clever, but it costs 8 points, only works against enemies in your firing arc (meaning you're at the mercy of the K-wing's still-unspoiled dial) and still leaves you with pretty substandard offensive output.
You also need to be holding onto a TL. Failsafe would also use up the mod slot that advanced slam uses, which may turn out to be killer. You also fall into a pitfall if your flechette torpedo ends up hitting (it is a 2-dice attack when reduced, followed by a 2-dice primary...), you can't keep using your gimmick. Just seems way too elaborate for small gains.
Edited by zero9300Neither: R2Dcrew is stronger on Miranda than he's ever been.
If she's out of arc of her opponents, he's free damage.
If she expects to take fire, she can regen a shield with her attack, and then regen a shield in the end-phase (assuming she took a damage in between the two).
Either way, substantively stronger than C3P0 in my opinion ![]()
With the ever present caveat of the unknown dial, it seems to me that the primary weapon is for shooting at things while you're lining up a shot/bomb run. It's incidental, and so probably shouldn't have points in it. I think Miranda'a ability is for buying time while you do thus, or for punishing someone when they weren't careful enough around you.
Scenario 1: Miranda target locks and turna to line up an APT (or whatever) shot next turn. She takes a 1 die primary to get a shield back.
Scenario 2: A damaged interceptor boosts out of her front arc, so she drops shield to hit it with 3 dice.
Both uses are useful, but very situtional. It's a cool ability. The second sort of situation is especially neat because the other player will have to respect it even if you don't use it.
I'm not sure R2 is all that good, because you really don't want your shields down that far. 5 hull behind 1 green die can easily go down to 2 shots from ships that aren't even that scary. You want to keep shields high. I might think about Weapons Engineer. It would be useful for any Ordnance carrier. No major synergy with her ability, but that's okay.
The turret is a primary weapon, so range 1 Miranda could pull together a 4 dice primary. With good timing and maybe even some arc dodging, that could be really powerful.
Not to criticize but "K3PO" is probably not the best slang term to use to describe C-3PO equipped in a crew slot on the K-Wing.
http://starwars.wikia.com/wiki/K-3PO
That being said the actual K-3PO wouldn't be the worst idea for a future Rebel crew card.
Edited by Galactic FunkI'm curious, can the K-wing take an astromech? If so that'd add a whole slew of options.
I don't think that will ever happen. Too many broken combinations
Recon with Blaster Turret should be solid on her. Gives her 4 dice at range 1-2.
I'm not sure R2 is all that good, because you really don't want your shields down that far. 5 hull behind 1 green die can easily go down to 2 shots from ships that aren't even that scary. You want to keep shields high. I might think about Weapons Engineer. It would be useful for any Ordnance carrier. No major synergy with her ability, but that's okay.
It's more that her shields are going to drop. R2 plus her ability lets her regain two shields in roughly the span of a round.
CP3O is not going to be a thing, it already is a thing ![]()
personally not impressed with Miranda's ability given the implicit focus of the k-wing isn't on its turret (and at 29 points + loss of shield, a 3 dice primary is anything but efficient especially since you lose out on SLAM). It's very interesting working in the opposite end, at the cost of becoming a HWK (i.e worthless) for one turn.
I do like the idea of gunner/luke, though, that is a very interesting catch
It would be very interesting if the ability wasn't once per round
I wouldn't bank on 2ndary weapon blasters because of the horrid action efficiency (dat new turret, though...), but auto-blasters...now there's a little beastie. New ordinance also opens up a whole world of possibilities (5 dice protons?)
You'll have to forgive me if I missed a primary weapon restriction, I can barely read the text ![]()
You'll have to forgive me if I pissed a primary weapon restriction, I can barely read the text
Please never take a leak on (or near) any of my spaceships. Im in enough trouble with the red dice gods as it is. ![]()
Urine trouble